=========================================================================== Archive Maintainer : Unrelated to this WAD, but there are two Abyssal Speedmapping Session 41's on the archive, one of them should be named 42 instead. Advanced engine needed : Chocolate Doom or PrBoom+ Primary purpose : Single play =========================================================================== Title : Fricassee Filename : fricasse.zip Release date : 11/29/19 Author : Devon Barnett (Xyzzy01) Email Address : [redacted] Other Files By Author : ANTAXYZ.WAD, CONF256.PK3, CONF256A.WAD, CONF256B.WAD, KORAXYZ.WAD, SNOTSTAT.WAD, SOSURIA.WAD, ZZWOLFSS.WAD, ZZWOLFXX.WAD Misc. Author Info : I dislike working with vanilla Doom now. Description : These are maps I made for a now abandoned vanilla project. The two maps contain 34 and 69 things, respectively. A DEH patch was made postmortem for the second map. To run in Chocolate Doom, use the -merge command. The second map also uses a vanilla conveyor... Additional Credits to : iD Software, Raven Software, Vader for making the sounds and individual components of the frankensprite of a boss monster I made here. Patrick Working for the music in MAP03. Zenkusa for sequencing the MIDI rendition of "Mega Man ZX - Area G (Burning Buildings)" in MAP01. SwordBolt for sequencing the MIDI rendition of the Boss Battle Theme from Mega Man Battle Network 6 in MAP02. Pyoro for being the best game within a game ever. =========================================================================== * What is included * New levels : 2 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Map # : MAP01, MAP02 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : Several weeks, on and off, over the course of 3 years Editor(s) used : GZDoom Builder, Slade, Microsoft Paint, Whacked4 Known Bugs : Hall of Mirrors effect in MAP02 that I can't seem to get rid of. Final area in MAP02 may be bugged in some way, especially given you may be able to exit without having to face some cyberdemons. May Not Run With : ZDoom-based ports that don't have the map coordinate wrap-around effect that the vanilla conveyor in MAP02 relies on. Tested With : Chocorenderlimits, PrBoom+ 2.5.1.5 * Copyright / Permissions * This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/ You are free to copy and redistribute the material in any medium or format; and remix, transform, and build upon the material for any purpose, even commercially. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors